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>almost as successful as Rimworld based on the number of steam reviews (Overwhelmingly Positive (122,724))
>never saw anyone talk about it here or on /v/ unless it is brought up in a Rimworld or DF shit-flinging thread
What gives ?
>>
I have way too many hours in this. I do not appreciate the recent trend of DLC spam, however.
>>
The game is alright, it has a very anti 4chins aesthetic which causes it to have a tendency to slide.
>>
it's boring
>>
>>2098768
It's an okay game but it has maybe half the content of rimworld. You have limited control and customisation of dupes and there is now combat. That's without even considering how many mods RW has.
>>
>>2098768
I bought it cause it looked fun and it wasn't fun, so I don't talk about it
I have better things to do with my time than be negative about a sunk cost
>>
>>2098768
It's a logistics autism game far more comparable to Factorio than Rimworld in design, even if it's technically /vst/ it's not what the typical /vst/goer will play and talk about.
>>
>>2098768
You want to talk about it or you want to talk about not talking about it?
>>
>>2099081
Kind of both. I want to know if is worth investing my autism energy in it.
>>
>>2099086
I think it's neat but it's very much an engineering game more so than a conventional colony builder. Your duplicants are retards and that is one of the things you need to engineer your base around. If that sounds like your preferred flavor of autism it's worth a shot.
I personally suck ass at it and keep ending up soft-stuck with my duplicants spending more time running betweeen jobs than actually getting work done, but I'm having fun.
>>
>>2099069
Yeah, that's been my impression, I also think being only in 2D is holding back building of the large machines.
Also some stuff like heat are a pain in the ass because there's no good way to radiate excess heat into space and I felt like I had to resort to cheesy exploits to remove it to keep running my base.
>>
>>2099086
There are game concepts that are not logical that you have to look up, such as SPOM and heat-deletion via steam turbines. It dedinitely filtered me.
>>
>>2099098
>heat-deletion via steam turbines
I hate that shit because it feels like an exploit but you are not provided normal tools to manage it.
>>
>>2099086
For what it's worth I do really love the game. Needs a certain mindset to play, that's for sure. As in figure out how shit works, setup a system, realize it's crap and you can do better, repeat. Very factorio-lite like in that regard.
>>
>>2099099
Sure you are nig. Both renewable hippie shit and high tech ones at that.
>>
>>2099098
having to look up troll physics shit on a wiki is something that really has turned me of so far.
>>
>>2099097
Heat is mostly manageable if you use those plants from the icy biomes, it's not immediately obvious but they cool air by a flat amount so it scales with the gas used - you get a lot more out of them with hydrogen. Outright dumping water/steam into the void is also fairly effective because of the high heat capacity if you have some to spare from guysers.
I'm playing on the default easy-mode world and haven't gotten to the fancy endgame stuff though so maybe it becomes more unmanageable at that stage.
>>
>>2098768
It's more like an engineering game than a colony manager.
>>
>>2099107
The biggest problem with heat is your machines melting before you reliably get steel+ online. Wheezeworts can't cope with that past early-mid if you scale up but a good cooling loop will. Especially if you incorporate one of those cold geysers and related. Turbines are there if you want to use every part of the bison or if you're strapped for space.
>>
>>2099069
this
>start playing
>get basic oxygen and food shit set up
>the game is now about pipes and wrangling hostile gases and I haven't even scratched 1% of the content
>give up and quit
>devs still release new content every week to this day
>>
>>2098768
I am a bit of /vst/ considering my games played but ONI didn't hook me in yet for various reasons.
Art design is definitely one of them even though I love other Klei games (Mark of the Ninja, Don't starve, invisible inc.)
Lack of objective and strange non earth setting is the case is another issue.
>>2099186
This yeah. The little dudes being retarded doesn't exactly help.
>>
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>>2098768
I was going to say
"Because no-one plays it!" but steamdb says otherwise.
Probably because the colonists are brown, have lesbian hair, are called Mohammed, and there are no anime mods with sexualised minors. 4chan hates that kind of game.


>>2099050
This.


>>2099069
Incomparable to Factorio in my opinion.
Factorio is a relaxing progression.
ONI is spinning plates.
Rimworld is watching a slow progress bar to unlock one item whilst waiting for a social fight to give your pyromaniac cataracts. And every pet has lost its tail whilst suffering no other injury.


>>2099086
>autism energy
It's not a very rewarding game. The fanbase is the "gitgud" kind of toxic. The developer nerfs fun. Most sessions are 1 hour of planning, 8 hours of staring, 5 minutes of discovering a fatal flaw you couldn't have foreseen without 9000 hours of experience killing your colony, and 2 minutes of realising the sun is coming up.

In other words it's a bunch of arbitrary physics puzzles with no solutions to the puzzles whilst your friend says that, no really, you're supposed to use a thimble of water to create an airlock or that doors delete gas and thereby solve the heat death of the universe (and it's not the heat death you're thinking of).

I was very tired with how you deal with extreme temperatures so much yet machine and material heat tolerances are very low. And any failed "experiments" basically create the equivalent of a nuclear blast zone except it's not radiation but a superheated chamber that's now holding your entire supply of advanced metal hostage and half of that heat is in the metal. I've never made it past steel + plastic, not because my colony fails but because I was fatigued by how miserable the game is.


>>2099099
I really don't like how heavy duty and fussy steam turbines are.
I just want to make my base 25C and I feel like being an architect for plumbing IRL would be easier. Central heating/cooling isn't reliant on petroleum in the pipes.
>>
>>2099098
>>2099099
Steam turbines also "delete" heat in real life, the energy lost becomes the electricity that is produced. Except the efficiency depends on the temperature difference rather than being fixed at 90%.

But there's plenty of other physics weirdness in the game. Dupes' O2 input is many times higher than their CO2 output. Gases do not mix. Hydrogen generator "burns" hydrogen using no oxidizer. The diesel generator's exhaust comes out at the temperature of the generator. Lots of tiny heat deletion exploits you can use instead of the turbine+aquatuner loop.
>>
>>2099479
>it's a bunch of arbitrary physics puzzles with no solutions
Yeah they intentionally make things impossible to solve perfectly, which is more annoying than fun. And at the same time there's very little challenge once you stabilize the colony.

If someone wants easy mode just stop printing dupes and getting skills, that's it. I'd say the bare minimum is one digger, one cook with optionally first level agriculture, and two or three scientists. This few people you barely need to do anything except maintain oxygen levels, you get enough food from foraging wild plants and from animals dying of old age. Forget plumbed toilets or other useless shit and focus everything on research. Rush automation wires and smart battery before even setting up coal/wood power, just using hamster wheels. Then you can limit the generator's output to what you need, which saves you weeks of co2 and heat accumulation. Then dig towards space so you can vent CO2 and skip the whole air scrubber loop. Might find some cold stone up top as well, or in biomes along the way. Carry it to your minifarm, if you even have one and heat becomes an issue. Then work towards solar panels, harvesting radiation for research from space, wheezeworts or the crashed satellite prop.
>>
>>2099530
>just start lowtech on hamster wheels
I agree
>then get solar panels
Haha, aren't you missing a few steps like setting up an industry brick and the entire rest of the game? R- right?
>>
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>>2099530
I'm sorry brother but your easy mode without further elaboration ain't worth shit. Each of those things has a whole bunch of moving parts you didn't mention.

Also
>digging up to vent co2
>>
>>2099549
The easy mode part was just the first sentence. Rest is showing how 90% of the game cam be safely skipped.

>>2099541
indu what now? You need 250 refined metal for the battery+wire which you can get using the rock crusher. Same for another 300 or so for the radiation research lab. Glass smelter is made out of rock and you can let it dump onto the floor, it's only 8 production cycles for the first panel so you can run it one at a time on a large battery.

Research skill accelerates learning all attributes, so the thing about hamster wheels is they not only give you power but also train all your guys in athletics and machinery. That is walking speed and shortening rock crusher and glass furnace production cycles to save power.
>>
>>2099555
Alright. Not sure why'd you want to stop skilling those with passions with how easy it is to tart up the place and morale with decorations and rooms but fine. Also not using bad doops to create infinite oxygen. But why'd you want to skip it? It's an antfarm, you're supposed to look at the cringy little fuckers doing their thing.
>>
>>2099557
I just like to do the ant farm thing properly first time around, rather than rebuilding once I get better tech. And also with infinite power.
>>
>>2099107
They buffed ice makers a while ago and they are pretty viable low tech (high superpower) cooling solution.
>>
>>2099730
it's heat transfer, not cooling
but early game that's all you need, long as the ice maker doesn't melt
>>
>>2099733
Ice maker deletes heat.
>>
>>2099808
that was the buff then I guess
>>
>fags complain about ascii
>play fucking shit that looks like this
grim
>>
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>>2098768
Only a small number of autists have the patience for this game... I've yet to finish the expansion though, I can't warm up to the teleporting between asteroids thing and splitting my crew.
>>
>>2100208
Same. it was designed for micromanagement, but the DLC wants you to run a bunch of colonies at once in realtime.

Honestly it's not that great, instead of adding new stuff it just splits the resources you previously had access to on one planet into several different ones. So one place has oil for plastic, another has gold and pufts for oxylite, same for uranium, insulation, thermium, supercoolant, etc.

Also the game's basically solved by the time you've stabilized your colony, completing the story objectives is just a matter of time with no challenge involved.
>>
>>2099808
How?
If it's input temperature deletion then I thought they "fixed" most things that did that ages ago and applied the lost energy to the machine?
>>
>>2100229
nta but no, they just "unfixed" most of the output temperatures, making them match temps of input materials. Electrolyzer for example is fixed at 75 minimum but goes higher if you feed it hot water. Water sieve always matches input temps now, etc. According to wiki the ice crusher deletes about 80% of the heat and the rest is added to the building, and this was actually buffed in 2024 to delete more than before.

Still plenty of other ways to delete heat if you need to, or just dump it into a colder biome and leave the problem for later.
>>
>>2098768
I wanted a colony sim in space but it filtered me
>>
Is heat really an issue? I remember playing this years ago and I had a huge area of extremely cold rock above my colony. I don't remember how cold exactly, but it liquified carbon dioxide in the air if I didn't insulate the walls of the corridors I built. Suffice to say, getting rid of excess heat wasn't an issue. Did I just get lucky with my map generation?
>>
>>2100265
Depends on how you play and how ham you go with your industry. If you use animals and plants and don't scale up that's perfectly fine but if you go heavy industry as in rows of steel and glass smelters you'll turn one of those ice planets in waterworld larp in five minutes or less.
>>
>>2100265
Depends on your map, not all of them have cold biomes. And eventually you'll heat those up as well, mostly though steel smelting and machine waste heat. And there's no way to access geyser resources without effective heat deletion.
>>
>>2100267
Ah, that makes sense. I tend to go with green alternatives given the option in these kinds of games. I remember going heavy on animal husbandry and having solar panels lining the roof of my base. Plus I only had about 10 dupes or whatever they're called.
>>
>>2098768
i dont like the aesthetic. thats it
>>
>>2100279
To be fair there's rarely any rush or lose condition in this you didn't cause yourself so there's nothing wrong with that. Hell, the devs probably prefer that approach.
>>
>>2100292
That and it also self-balances. If you start losing people it delays all the threats; o2 depletion, co2 accumulation, food and water, even heat generation goes down as you get fewer guys to run machines and the heat has more time to spread out into the surrounding rock.
>>
>>2098768
It looks like a game made for normie redditors, I always ignored it and am surprised you can find some autism inside
>>
>>2100379
It's like they can't decide if they want to be le quirky funny or a serious physics-based colony game. And it clashes the whole time. You get probably the best heat transfer simulation in any colony game, and then you get floating cows that you milk for natural gas.
>>
>>2100397
I want a autism game where you have to actually micro an industrial process. Like you have to mix up some gasses and liquids on a giant a vat at the right temp and pressure to get a reaction going so that shit doesnt explode and kill your workes in a moon of Jupiter or some shit.
I want to actually make a steel foundry in outer space where I have to place all the moving parts and manage the input/output of resources , and clean up the waste, without turning the entire space station into an air fryer.
And no, Factorio doesnt cure the itch
>>
>>2100431
Stationeers is probably closest there. Managing fuel/coolant lines into the furnace so that it maintains the correct temperature and pressure for the alloy. Making sure your airlocks or HVAC don't get condensation that'd rupture the pipes. Figuring out fractional distillation to save on filters, etc.
>>
>>2100397
I actually like that vibe. Deep enough so you can sink your teeth in but not taking itself too serious so I can relax and shear geckos for glass. Reminds me of startopia or lemmings in that.
>>
>>2100462
Is that the new DLC? I thought they only had reed fiber or plastic. Glass is kinda cheap though, just sand and power. Sand is just rocks and power.
>>
>>2100229
The amount of heat deleted from water is more than the amount of heat produced by the machine.

https://oxygennotincluded.wiki.gg/wiki/Ice_Maker
>>
this is a nice thread. there should be more threads like this.
>>
>>2101914
i wish the game was better so the thread could be worse
>>
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>>2098768
Ah shit, here we go again...
What’s your go to starting dupe skills, Anons?
>>
>>2103222
Doesn't matter really, just have 3 interests and a negative trait that isn't farting, snoring, needing light for sleep. Those are bad because it means the one dupe with those needs extra room and care to function normally.The rest is fine.

Having just 1 interest is bad over the long run because interest gives free morale to dampen the moral cost for leveling skills. And on the long run generalists are better than single skill dupes.
>>
>>2103222
Dig, supply and build on all three.
>>
>>2103222
gotta have dig and research. Third probably construct. Beyond that just minimizing bad traits.
>>
>>2100478
>Glass is kinda cheap though,
Glass is one of the worst product because it not only produces a massive amount of waste heat it also spawns in liquid form which it needs to turn solid and then needs time to cool down still radiating waste heat.
>>
the more i play this game the more i hate it
>>
>>2104108
why are you playing it then?
>>
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Every time I think about playing again, I remember this bullshit.
>>
>>2104143
i was told it was good. then i was told that it's better now. in both cases i should have been more sceptical.
>>
>>2104158
You mean the completely optional autism you don't have to do?
>not even posting the good example
>>
>>2104250
>exploit becomes essential gameplay
>>
>>2103222
whatever the game gives me, they won't last long anyway.

>>2104256
There's nothing essential about it unless you're going full in on postgame minmaxing autism.
>>
I've just turned on the game again and noticed the menu where I can disable some shit completely
should I try a cheat settings run with hunger and other shit disabled to see whether I can "get" the game or not
>t. filtered by pipes and gases
>>
>>2104256
>exploit becomes essential gameplay
I completed "Home Sweet Home" ending on standard Survival mode without using of such any glitch exploits which I only found out later. This on a Magma Asteroid after 725 Cycles with 12 Dupes and nobody dying. I did save scum like a few times I don't remember it all but it is completely doable. This is not even closely as hard as so many here seem to claim it is.
>>
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Cyle 7, construction of The Great Facility is proceeding well. Unfortunately, we did not receive an Operator Dupe from care package delivery but we now have a cook that can pickle Schwab Special for sustenance when our muckroot stores are depleted.
>>
>>2104474
good stuff!
>>
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>>2104474
Cycle 27, finally graced by the printing pod with an operator duplicant. It will be a while yet before mechatronics. I had to rearrange the bathroom as dupes were grabbing germy polluted dirt and running out without washing hands sometimes. Also working on a hatch ranch to cut down the reliance on dirt for mealwood.
>>
>>2098768
the artstyle is utterly repulsive. its like looking at scat porn, i dont want to see that
>>
Remember when people thought mealwood deleted gases?
>>
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what happened to oni assistant and other calculator sites. how can i work out how many plants and critters to farm to feed my dupes now aiiieee...
>>
>>2105173
I know how you feel but don't rush mechatronics it won't make a difference until you have plenty of power and refined metals.

Personally I prefer to go for hydroponics early to cut the demanding workload needed to manually watering every single farm tile. Dupes have enough essential work at the early game as it is.

>puts research next to the printer to farm the free light
Heeell yeeeah! I also sometimes put Bristle Berry farms next to the printer just to min-max that tiny bit of permanent free light for a little food variety although it is kind of a waste.
>>
I want to like the game but I kinda hate it. I feel like they should have made it more of an open-ended sandbox but ruined it by making it too game-y. The arbitrary decisions about what machines do input/output via pumps and what do it via just dumping is very annoying and you end up having to do all these funky designs for a SPOM where only some of them actually work. Rules for stuff like water chlorination are totally random (it works in tanks but not pipes?). A bunch of stuff feels like its missing such as radiators in space.

I've been playing Ostranauts and that fits the vibe of doing power/hvac management in space a lot better. You can make an actual functional airlock as well.
>>
>>2105697
>A bunch of stuff feels like its missing such as radiators in space.
Not sure if you mean this or something else. https://oxygennotincluded.wiki.gg/wiki/Conduction_Panel

>You can make an actual functional airlock as well.
What do you mean by this? How are airlocks in ONI "not functional" unlike in that other game?
>>
>>2105333
>not making your own spreadsheets
Never gonna make it

>>2105711
I assume he means radiating heat into space as a heat-removal mechanism.
>>
>>2103222
Digger, researcher, farmer/rancher
>>
>>2103388
Snoring is a non-issue because you can play around with schedules and cot placement.
>>
>>2105717
>>I assume he means radiating heat into space as a heat-removal mechanism.
If this is true, then this is a little difficult since the game is designed with heat exchange between matter space is supposed to be vacuum thus isn't any matter to heat exchange with while in real life heat does radiates away in space.

However managing heat is supposed to be one of the core challenges of the game from making oxygen to to food to everything else so I think this is deliberately "not included." I mean if you could just use sealed pen space exposed chambers to permanently solve the heat problem that would make everything way waaay easier.
>>
>>2105711
>How are airlocks in ONI "not functional" unlike in that other game?
Airlocks are not 100% airtight.
>>
>>2105711
Ostranauts has canisters and pumps that can be put into a reverse mode. So to go from an atmosphere to a vacuum, you step inside the airlock, reverse the pump so that it draws air into the canister until vacuum, then open the air. You use the pump in normal mode to go back into atmosphere.
>>
i tried to build a water lock in ONI. when it was time for a trial run i realized it would take several cycles for the pump to drain the 3x3 lock after each use.
>>
>>2106041
I do believe you're doing it wrong
>>
>>2106144
i'm sure there's some retarded trick you can use to get around the fact that the pump is comically slow
>>
>>2106144
>>2106148
to be clear it was an actual water lock / floodable airlock, i wanted to enter a large basin under a geyser, not a gas trap
>>
homosexual artwork. dropped
>>
>>2106195
the heuristic works
>>
>>2104250
>>2104158
If the Sopping Wet debuff would be more punishing then these stupid exploits would be less useful. Granted you can still avoid the debuff entirely by making a gape and having your dupe need to jump over the gap. Which somehow prevents them to become wet even if they are passing through liquid.
>>
>>2106032
Thank you, for an ONI version of that, on paper it sounds like using an air pump and a gas reservoir with a valve that flips between input and output sections of the reservoir on the demand turning the pump on when vacuum is needed and off when atmosphere is needed.

>>2106008
>Airlocks are not 100% airtight.
Airlock doors block 100% liquid and gas flow.
>>
>>2106149
Alright buddy, now you got me interested. What did you try to accomplish? Got a picture? did you use the regular or the tiny ass chinisium plastic pump?
>>
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>>2105173
Cycle 52, cleaned out CO2 from base as it was building up too much and filtered CO2 and chlorine to separate tanks. Trying to capture cool salt slush geyser to get unlimited water supply. Didn't ranch yet since I have plenty of dirt and hatches eat way too much.
>>
>>2106377
>Airlock doors block 100% liquid and gas flow.
Was this changed? The last time I played (a year before spaced out), I swear it wasn't the case.
>>
>>2106454
regular. oni pumps are just very slow, as anyone trying to empty a reservoir has learned.
>>
>>2098768
I don't play it because it pisses me the fuck off
it spirales my autism and perfectionism too much so I refuse to play it and talk about it
>>
Which starting planet you guys like the most?
>>
>>2106702
i like drilling uranus
>>
>>2106732
uranus is gas planet
>>
>>2106702
Haven't played in awhile but I remember the blasted planed and the shitty little asteroids being pretty fun.

>>2106559
I only asked because I basically never use liquid locks.
>>
>>2107165
>I only asked because I basically never use liquid locks.

same, the only time i use liquid locks is when building a vacuum sealed chamber before closing it off and dismantling the liquid lock. I've built functioning airlocks before, using the plastic pump on each end of the air lock doors that would basically pump back out any gases that entered through either door back to the other side of the door. it just costs more power etc so most people prefer to cheese with liquid locks. you dont have to use liquid locks if you dont like them.
>>
>>2107252
Oh, I know. The only time I seriously used them was to filter out the liquid co2 and I've been playing the game on and off almost since it launched.

>vacuum
Fellow suit enjoyer?
>>
>>2106702
>Which starting planet you guys like the most?
Depends on how much I like to suffer really.
>>
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>>2104474
Here is mine on cycle 15
Ignore the 0 kcal and substandard amount of O2
>>
>>2108565
You want pointers or you all good?
>>
>>2108570
they are fine, they are just breathing too much
but I'm open ideas
>>
>>2108582
*open to
>>
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>>2108582
Also never too early to have statues or tables
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>>2108592
>tables
massage tables* one of those prepped and ready to go can be a lifesaver when someone is close to breaking
>>
>>2108592
Some of those tba or just band-aid like deodorizing the peat power plant since I sidetracked the tech to persue some other stuff. Or the park, which I've never got to use before but since that spot checked the boxes I decided to plop it down.
The coal plant is better for starting, I agree since it doesnt produce poop water, but the issue is that there is no coal on this starting area unless I'm missing something
I actually never thought about spreading the toilet shifts so that I dont have to build lots of toilets
>>
>>2098768
Rimworld is shilled and DF is oldfag. I've played all three and I can't touch Rimworld when I have both ONI and DF as alternatives, or if I'm feeling adventurous I'll peruse the shop for alternatives.
>>
>>2108602
Micro autism = ONI
Macro autism = Songs of Syx
Sandbox and watching shit burn = DF
Gamey and watching shit burn = Rimworld
>>
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Dup 1, Dup 2, Dup 3 or...

CRAB

Decisions, Decisions
>>
>>2099091
>I personally suck ass at it and keep ending up soft-stuck with my duplicants spending more time running betweeen jobs than actually getting work done

You can't let it get to you. Any growing colony is going to hit >40% walk time, especially as they get faster at doing the tasks themselves the only thing they can do is run about from job to job. The soft time-limits of running out of resources are so far off in the distance that the loss of efficiency don't really matter. Dupes don't really matter. Unless you crank calorie requirements way up so things are impractical and tedious, there's not really any kind of actual threat to a colony. Even the consequences of Dupe death aren't that significant. Players are usually the cause of their own problems in ONI
>>
>>2099111
big tip: don't dig anything out until you absolutely have reason to. Natural tiles have more mass than the dug out product, so they absorb all your early game slow-building heat excessively well, then you dig it out when it starts to get uncomfortably hot and you cut that heat in half then store it somewhere else.
>>
>>2104256
>exploit
the whole game is extremely unrealistic. You just have to treat everything as a mechanic. I don't know how people define this as an exploit anymore than filling in a space completely with blocks and then deconstructing it back out as a very inexpensive way to create a vacuum. elements don't mix, fluid flow isn't real, even phase changes are wrong. The whole game exists on a 2d plane. No reason to get panties in a twist over liquid airlocks.
>>
>>2107252
>I've built functioning airlocks before, using the plastic pump on each end of the air lock doors that would basically pump back out any gases that entered through either door back to the other side of the door. it just costs more power etc
Doesn't that overheat thanks to the vacuum?
>>
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>>2108565
nice! a lot more organic than my commie cave. i dont have the last 2 dlc, just doing a warmup play before thinking of getting them. i havent played in a year or so. trying to remember whats what. i should have upgraded to toilets and coal generators way sooner, saves so much dupe time. this cool slush setup worked out pretty well, i can get 1-1 refined metal conversion and warmed up water to room temperature. I also forgot to leave some natural tile rooms to plant crops in, i got a pip from care package so i'm rushing glass blower to make natural tiles. prefer not to use copper door trick.
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>>2108609
Evolutionary speaking the answer is always CRAB.
>>
It appears that all of you are constructing colonies too vertical. Your instinct is to build in a way that you get a clear overview because you are looking at a side view, so you build vertical. But in practical terms, your colony is much, much faster to traverse if it is a long hallway that uses hatches and ladders to access rooms. This also tends to make colony expansion, repurposing, and rerouting much easier.
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>>2108613
>I personally suck ass at it and keep ending up soft-stuck with my duplicants spending more time running betweeen jobs than actually getting work done
This is completely normal don't worry about it! Unless you want to keep remodeling your base every time something big happens in a specific location then you simply cannot avoid this from happening.

If you are really are bothered by this and cannot improve traffic speed or afford automating things, you can try to create separate smaller living rooms for the specific dupes that is closer to their work, however then they won't see their friends and might be left out from using the rec room.
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>>2108624
I think under "exploit" he means some way of using game mechanics that the devs might not have directly intended because they provided an obvious tool specifically for it, even if that tool imperfect, and likely by design. But the devs do not remove these other methods of using the game mechanics to your advantage because that makes players feel smart and thus happy about themselves which is the point of the game.
>>
Had a petroleum boiler at one point... not sure if that's the right name for it. Spent a lot of work to concentrate heat to bring oil up to temperature to convert it to petroleum with 100% conversion efficiency, then recycled the heat into power with the steam turbines.
It was neat but kinda frustrating at the same time, having things not always working how I would expect, pipes bursting and dealing with the difficult cleanup, etc.

I really wish there was more cause to build such contraptions as you play though. I get bored when it gets finnicky and it's all self-driven challenges. If the physics were a little more real it might hold my interest better. Or if it was like dwarf fortress and I had good reason to weaponize crazy ideas against unspeakable FUN.

Dwarf Fortress could certainly use a degree of the ONI engineering. Fluids pumped through pipes, ventilation, etc.
>>
Fuck, is there any way to design a room pattern before actually placing all the stuff, like a blueprint mode that some other games in this genre have?
I trying to figure some diferent paterns for a Ovagro vine greenhouse but having to eyeball things is so annoying.

Yeah, know there is the sandbox mode but having to quit the current game to that is kind of a hassle
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>>2109367
Anyways, here are the two greenhouse patterns I managed to come up with:

The left one is more space efficient with more vines total, and will reach its max potential faster.

The right is more efficient (assuming that the water consumption doesnt scale with the amount of vines), since the vines have just the right amount of space to grow to their max size according to the wiki, and only two main plants to suck up water. Also it get to have a better coverage of the butterfly things that boost growth (3 to 48 vs 2 to 63).
>>
>>2108843
>If the physics were a little more real it might hold my interest better
ONI manages to hit that middle ground where it's both too gamey and too simulationist at the same time
>>
>>2108795
NTA, but yeah, that's what I'd call it. It feels like you are not supposed to be doing it but it's been there the whole time so it can't be an oversight. It still feels wrong I'm very much a scrub who doesn't like to hyperoptimize the game, especially when it's a single player sandbox game so there's not even much of a goal or win condition other than build a cool base so I have a hard time enjoying the game.

>>2109438
I feel like that is also a problem. The interpretation of physics is a bit too specific for common sense to work and also too complex for videogame conventions.
>>
>>2098768
It's simple
This website is irrelevant to the rest of society and new generations.
>>
>>2108843
Game seems too easy on even hardest setting. Watching a tuber play with every difficulty turned up to max. Ignores food poison germs and food poisoning, ignores beds, you relieve stress sleeping on dirt anyway, ignores polluted air, ignores stress, they reset to 60% shortly after stressing out, the list goes on. none of the downsides of negative effects are impactful enough to actually care even on hardest difficulty. It is essentially just a sandbox to chill and build. Which is fine but not everyone’s cup of tea. I guess that particular playthrough could be classified as dupe torture simulator.
>>
>>2109492
yep. yep yep yep. That's my feeling about it too. I really wish it had more chaos.
>>
>>2109492
Agree, after you get a surplus food production the only danger comes from shit like your dups trapping themselves and suffucating while your were on 3x time speed.
The first time I played I was expecting shit like explosive decompression, toxic vapours, aliens ripping your dups face, cave ins, radiation. But nope. Even putting everything on hard once you get a farm going it basicaly makes no difference between playing on any other lower difficulty.
>>
>>2109492
It's best to treat it like a factory game imo, the 'danger' isn't the risk of the colony dying, it's the risk of everything becoming slow as shit and progression crawling to a halt while you try not to tear your hair out.
I'd definitely like some more danger even if it was just to make dupes more expendable rather than being an outright run-ender, but that's clearly not the direction the game wants to take at this stage.
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Shithole swamp...
Home...
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>>2109496
>I was expecting shit like explosive decompression, toxic vapours, aliens ripping your dups face
This is a family friendly rated game, if it wasn't obvious from the silly cartoonish art style. You seriously expected such gruesome things to happen?
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>>2109674
Damn bro that's a lot of piss.
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>>2109674
swamp planet is comfy
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>>2108618
speaking of nonsense physics
>>
Do the "accept every dupe" challenge if you want chaos. Every time new dupes become available, you have to take one.
>>
>>2109705
what if it's black though
>>
>>2109710
>>2109705
I used to always make a pit for the useless ones. Great and cheap source of O2.
>>
>>2109492
>germs
they were nerfed at some point, I got confused when I remembered slimelung being debilitating and food poisoning being a death spiral due to dupes pissing everywhere or something
the doctor's bay seems even more pointless than before, especially since zombie spores are terminal I think?
>stress
if you don't train your dupes up, yeah, it's a non-issue, but rocket pilots need a lot of training

but the real difficulty is long term stability and the fact that doing any progression kills you
>get industry: overheat
>automate: overheat
>move off algae oxygen: overheat
>go to oil town: overheat + that one fossil sourgass overpressure instant death
>dig out anything: dupes take 5 years to sweep
>expand at all: dupes take 5 years to commute
>upgrade food: supporting jobs take 5 years to do

I mean, did your tuber make plastic? Steel? Ceramic? Glass? Solar? Go to space? Create a bristle berry farm? Sleetwheet farm? A ranch? A guppy farm? Unbox a volcano? Set up hydrogen power? Set up a steam turbine that isn't drip cooled, isn't on an industrial brick, and is aqua-tuner fed, not volcano or core fed? Did he get to the endgame materials?
How many cycles was he playing for?
Vanilla or DLC? Did he set up nuclear power?

>>2109705
doesn't that just kill your run?
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>>2108565
Cycle 30
Improved some stuff, more band-aids systems, and I am very pissed at the amount time it took to build those two greenhouses
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>>2109732
it's not as easy to overheat as you make it sound. a single cold biome pocket can keep a colony very cool for a long time with just some simple cooling loops. really hot industry can just be isolated from the rest of the colony.
>>
>>2109705
then you just kill them off. it's worse than dwarf fortress on how replaceable dupes are.
>>
>>2109988
>more band-aid systems
that's the name of the game. in fact, thinking about it that way is a mistake. very little homeostasis to pursue
>>
>>2109732
He was doing a full achievement run so he only built and researched what he needed. He has all the expansions and playing on the new dino asteroid. I think cycle 2 or 3 he already sent a dupe through the teleporter and started working on foundations to get oil and make blastshots later as he needs to shoot down demolior before cycle 100. He got locavore achievement around cycle 50 or so, now working on carnivore. Most recent video he was up to cycle 62, about to start producing blastshots. Also he is not taking anything from supply drops except for items he needs for achievements that cannot be obtainable via regular play. Absolute masochist.
>>
>>2098768
got caught in trying to optimize shit so i don't destroy resources loop
took the fun out of the game
>>
>>2113312
that's the whole game
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>>2098768
It's a brutal time sink.
You're meant to play it like a normal person, but if you're on the spectrum you will agonize over every decision and build.
Not sure it's a strategy game though, so I'm not surprised no one talks about it here.
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>>2099097
You can ignore heat as long as you insulate any farm that has crops that need to be sub 30c. Your dupes can handle 40c and it takes a long time to get that hot in the core base.
By that point you do the steam turbine - aquatuner thing. Cools the entire base if you loop the liquids around it, not hard to set up, provides energy. You don't even need a video to learn how to set it up, a screenshot is enough.

Or you do what I do nowadays and get a cheat mod building that just cools everything around it no questions asked.
>>
Bought this game the other day and looks like I unknowingly started my first run with the Spaced out dlc on. Should I restart with just base game?
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>>2104084
High temperatures but relatively little heat. If you really need to, you can produce it in vacuum topside and use it while it's still 1500C hot. The solar panel will be built at standard room temp.

>>2103222
Dig and tech because they're necessary and the conveyor skill takes forever to learn. Then research, because it makes stats level faster and most of what the other skills do is just stat boosts.
>>
>>2113312
Yeah pretty much
and looking back I probably spent more time on the wiki than actually playing, reminds me of cultivation simulator
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>>2113533
AFAIK the space out start only changes the size of the map and number of asteroids so that it is easier to engage with the space travel content, and you have to because the starting map is smaller and the resources are spread out in more asteroids.
So, it is up to you.
>>
>>2113609
It forces you to play multiple smaller bases at the same time, instead of a single big one. Which is not ideal.

But it at least makes getting all the resources more interesting than just sending out a rocket and waiting for it to come back. Cause you gotta figure out how to settle each asteroid, with at least a temporary base.
>>
>>2113533
You can change the map without disabling dlcs and all the content they bring
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>>2113344
Then why isn't anon having fun?
>>
Tried it while waiting for the Rimworld expansion but I stopped playing because there I didn’t feel like there was any goal or threat to progress towards. Okay I’m producing oxygen and food for my people, what now? Oh, and all the screenshots make the game look like min-maxing hell, so that also took away the appeal as I’m not the autistic engineering type.
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>>2113980
>Okay I’m producing oxygen and food for my people, what now?
Expand to outrun increasing heat from cooking everyone and the gradually increasing pressure crushing everyone
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>>2113980
Joke's on you, the game is quite casual.
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>>2113983
>gradually increasing pressure crushing everyone
? Since when?
Max gas pressure just gives them popped ear drums.
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>>2113987
Food can't grow and the main issue is all your breathable oxygen is pushed into the ceiling
Oxygen machines also can't work when overpressured
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>>2114017
Your airlocks? Livestock? Fishery?

>>Oxygen machines
Anon...
>>
>>2114017
All true, but I've never run into an overpressure issue. You can always dig down to store the carbon dioxide and by the time you can't anymore, you can vent it into space.
The game gives you enough tools to deal with carbon dioxide buildup even early on.
In fact, just dig down to an oil biome and let the slicks eat it.
>>
>>2114037
>dig down to store carbon dioxide
nta but I think even this is making a mountain out of an ant hill. gas reservoirs are cheap and will hold tons of carbon dioxide, so just stick a pump at a low point and with the basic gas pipe element sensor and shutoff with an atmo pressure sensor connected to the pump so it barely runs, and the CO2 just never builds up. I think 1 single gas reservoir can hold like 70 cycles of 12 duplicant's of CO2.
>>
>>2114067
What you going to do when it's full then? Cover the map with em lmao
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>>2114093
just attach another cheapo gas reservoir
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>>2114100
Or even better don't be a monkey and either vent it or atomize it
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>>2114102
no. the whole point is how simple pressure management actually is
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>>2113533
I did the no spaced out DLC version first but spaced out I'm finding is more fun since you can travel in space, interact with objects and land on different asteroids. Space flight is fairly abstract in the base game and the rocket designer was stupid complex i had to use a calculator which seems to be no longer available. Rocket design is simpler with DLC. Also, this is my personal preference, but I enjoyed the game more when I finally found some guides that didn't keep throwing super sweaty SPOM setups with 20 air pumps and shit. I find using basic setups more fun and more than adequate. You don't need the overkill SPOMs that every youtuber creams their pants over. pic related is what I use for example. nice and easy to setup. Once you remember the ratios and maths for cooler setups then the rest is just casually slapping shit together and helping out suffocating dupes.
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>>2114112
Even that is overkill for most bases, just release both gases into your base and put a pump on the ceiling to remove hydrogen.
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>>2114208
doesnt the 70degree oxygen overheat your base eventually or your blossoms? or do you just worry about cooling the blossoms and not worry about anything else? I might have to try this out but I'm just too used to storing everything in containers and then cooling before release :)
>>
>>2114732
It's not a lot of heat, and mostly stays around the device and seeps into the surrounding walls. Eventually it'll start to spread and you'll need to dump the heat somewhere else or start deleting it, but that goes for every machine.

If you insulate the blossom farm, its temperature will match that of the input water. Water has a ton of heat capacity and here's no way to insulate farm tiles.
>>
>play the game again
>cycle 40+
>everything stable
>radbolt bullshit
>lose the will to progress
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>>2115994
>radbolt bullshit
i just jerry-rigged some contraption with 3 bolt gens and it seemed like plenty. sure a dupe would piss hot for a few days after refueling, but so what?

it seemed like a very involved system that you could basically just ignore
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>>2115994
I just do something like this. Just need a lucky Pip supply drop and get seeds from icy biome.
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>>2114748
Thanks anon, i tried this. It works, kinda. The air flow is a bit crappy because of the hydrogen pushing stuff around but it gets the job done eventually. I love it when you don't need to overcomplicate things more than you need to.
>>
Do any of the newer DLCs offer something cool? Bionic one seems kind of interesting.
>>
>>2098768
I wish there was a more hard scifi version. And no noob traps.
>>
>>2103388
Farting is the only absolute no-no, as you need to suit them up every time to work in vacuum as they contaminate it otherwise.
>>
I want to boot up an old save to try and see if you only need one steam turbine to keep a living area + industry zone a 20C liveable coolness, and to find out if it's easy to use an ice machine to unfuck a steam turbine when my setup inevitably gets too hot
But my RSI says no and I don't know how to unfuck my hand
>>
>>2119155
Unfuck yourself
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>>2119155
you the other hand and use hotkeys,
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Heat and CO2 is not my problem
... right?
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>>2120087
You're welcome.
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>>2120092
I don't follow
Are you deleting gases?
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>>2098768
It's a shitty modern take on Wiggles/Diggles. Like really shitty. It's just carried by the core concept.
>>
>>2120094
That's left, right is for direction or compression, adjusted for purpose.
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>>2120098
Oh. Well that's nice that it's that easy to do.
Not too interested though, hoping to figure out how to throw it into space because I hear that's the only permanent solution.
I'm glad resources aren't finite.
>>
>>2120115
Bear in mind no power, no work, no digging, no super advanced tech or materials required. Super small footprint as well. Also works on fluids (and any heat they may carry)
>>
>move material errand
>90% done
>no-one doing the last 10%
>check errand status
>unreachable
>cancel errand
>reissue
>immediately done
Klei?
>>
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Canister emptiers feel great. It's like I have portable power.
Got a steam turbine base cooling setup started... just need to figure out how to do a heat exchanger properly. I wish you didn't need so much room for everything. I just want it to be easy.
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this senile old shit peed on his suit 3 times now and still refuses to clean his own damn toilet
demented retard has been alone on the oily swamp for almost a hundred cycles
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>>2103222
>>2098768
this game would be more popular if it didn't have pickle rick meets funk pop aesthetic paired with diversity quota skin color/hair
what a way to shoot yourself in the foot
>>
>>2120788
>chuds filtered by niggers
>snowflakes filtered by production chains and fluid mechanics
>people that stay actually play the game
Say what you want but it's brilliant.
>>
>>2120211
canisters are the best way to do a lot of things. small chlorine pockets for germ scrubbing, oxygen to suits, portable power, and more. if only the game had the challenge or interest to match its tools
>>
>>2120788
>123k reviews
>27k player peak (release)
>22k peak free weekend (doubled the number of players at the time, i.e. 11k regulars)
>2m-7m owners estimated
I think it's popular. I also hate the aesthetics and would like dupes to not be named Mohammed, have danger hair and be 50% chinese or black, as I'd like some escapism from real life.

I have no idea how it's popular. Maybe there re ~10k autists who really love it, because it's pseudoscience, addictive like a skinnerbox, and the dupes have expressions an autist can read, like anime.

>>2120838
>production chains and fluid mechanics
Not really either of those in the game. I think snowflakes would be filtered by "Wait I need to put TWO toilets down?" and "Wait I shouldn't just accept ALL dupes?" and "Wait resources are FINITE?" and then if they get any further "I'm dying to 30C heat! HELP!"

I asked myself recently if the only solution to heat really is the steam turbine. I tried the icy fan. The ice inside melted and did more work cooling the area than the fan did.
I sort of wish that there was a mini steam turbine you unlocked early and that the coal plant was intended to be a water boiler. Though I don't know if that would actually give you an earlier option for dealing with heat as the HVAC is seemingly pathetic, though maybe a chain of them of equal power wastage to the water one might be "good".
>>
>>2121713
Much of the popularity originally came from the Don't Starve fanbase, which also fit the artstyle better.

>if the only solution to heat really is the steam turbine
High-volume, you can pre-heat gases or fluid and vent them into space. Plenty of small-scale options too, wheezewort farms, thermo nullifier machine, ice makers.

And if you don't care about abusing mechanics, cool your petroleum generators as low as you can, like -150c. They output polluted water and co2 at the temperature of the generator.
>>
>>2120788
I'd like a more serious, gritty colony-factory builder, but ONI has it's own charm. Don't take it too seriously.
>>
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>>2121747
I always preferred using co2 to cool my base. At least spams, living or farming areas. Easy to remove, easy to setup, easy to handle since heavy and it's not like there's any shortage of the bloody thing.

Related ain't fully operational but it already dropped the ambient temperature from 70 to 30ish on average. And it'll only get better with a offsite (proper) generator area.
>>
>>2121905
I try to avoid those gas coolers since they're like 4x worse than the aquatuner in terms of power used per heat transferred (depending on gas/fluid used). And power generation produces heat too.
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>>2121919
Oh for sure. But I'm playing on cranked up oassise and starting surrounded with 7 volcanoes and natural temperature of sand around me being 62-78c limits my options for the moment. This is simply a ghetto stopgap solution for early game and low maintenance for not critical areas midgame.
>>
>set up proper power supply
>refined cables have a 2k limit
>transformers are either 1k or 4k
ugh, I hate how 2k is a really big limiter
>>
>>2122122
You for real?
>>
I hear really good things about the gameplay and want to play it, but I just can't get past the aesthetic. I hate it, it repulses me
>>
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Not starting with an operator is actually agonizing.
I want to use the automation stuff, but won't be able to build them until cycle 100 at this rate.
Between that and the rancher, I don't know how to get the carnivore achievement when my dupes are all retarded mush eaters.
>>
>>2122428
From what I remember of doing it pre-dlc, carnivore required a dedicated playthrough. The trick was to rush to the surface then start ranching shove voles, they give like 16kg meat. Also needed enough dupes to even eat that much food in time.
>>
Can someone spoonfeed me on bionic duplicants?
>>
>>2122480
no need for food
built-in oxygen tank they refill like once a day, either by consuming bottled oxygen or focused "breathing" which is slow
need batteries, single-use ones made from metal ore initially (very expensive long-term), rechargable from refined metal later
need gear balm or oil from either slime or petroleum
need different toilets, waste can be recycled into gear balm with high efficiency
don't level attributes over time, instead you craft plug-in upgrades for them giving the effect of a skill plus some attribute bonus, like say mechatronics and +3 machinery

A full bionic colony will want generators instead of farms, doesn't need a breathable atmosphere, and needs a shitload of power. Each dupe will be able to do a lot more skill-locked labor but their raw attribute ceiling is low, so in the lategame they walk and work much slower than regular ones.
>>
>>2122496
How important is lubing them up, early on especially? How viable are they for replacing the standard niggerbuilder? What are some jobs and examples you'd use them for over regulars? Just how shitload of power are we talking here?
>>
>>2122514
You get a supply of lube early and can recycle their waste, so it's not a big deal. But the debuff is big, like -50% movespeed and mood drain. The biggest advantage is they can work in slimelung, spore clouds and unbreathable gases as if wearing a suit, because they only breathe once a day. And you can easily get the digging unlocks plus construction boosts on one dupe without high morale requirements. Power drain is like 240W so half a hamster wheel at all times, or 200kg metal ore per day if using non-rechargeable batteries.

Check out the wiki too, it's usually pretty detailed.
>>
>>2122129
Yeah it's like how vents and pipes can only move so much stuff.
I don't like having to place 2 transformers per cable and I don't like how few things can be powered per cable, especially if you have a rec room item (+1k), enough fridges to actually store your food (+720 unless on power save mode) and then industrial work like oxygen generation needs so many pumps you hit the limit so fast you wonder if building a local power plant would be easier.
>>
>>2122428
>skin
Why do I need to connect to Klei servers to use their, I imagine as-bad-as-DST, unlock system?
>>2122514
>How viable are they for replacing the standard niggerbuilder?
I didn't expect H-1B to stand for Hi I'd like 1 Bionic.
>>
>>2122122
There's a mod for adjustable transformers. In fact most of the annoyance in the game seem intentional and can be removed with mods. Airlocks, piped output, queue for sinks, noDrop, etc. If you go too far you'll realize the game is in fact boring without all the obnoxious shit.
>>
>cheat the challenge away
>ugh the game is boring
>>
>>2122591
>nordic man saying yes
What I mean is most of the challenge comes from these little annoyances, and from the game begin designed in such a way as to have very few "clean" solutions to problems. Rather than any kind of long-term goal or threat.
>>
>>2122591
Why is any of that challenging?
You can already actually cheat things like airlocks by just using game mechanics that klei doesn't want to fuck with because their simulation might break.
It would be nice if the dupes said "Hey I'm covered in germs, I should go clean up!" and the "challenge" is that if you only have one sink they take forever to get back to doing their job.
>>
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>if you get rid of the challenge, the game is boring
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Why do ONI fans take it personally when someone points out a flaw with the game?
Just look at
>the official forums
>the steam reviews
>this thread
It happens everywhere. You can find it by simply asking google how to solve a problem in the game and finding an old forum post that talked about it. I've seen players offended when someone says drip cooling is dumb and that they'd like a real method to deal with certain problems.
>>
>>2122676
Isn't that just fans everywhere? I saw the same thing with Stationeers, Factorio, Against he Storm, etc. Even valid criticism gets its share of "no fuck you the game is perfect". To be expected when people don't have irl things to care deeply about they turn to fandoms.
>>
>>2122679
I find this game to be exceptionally toxic. A lot of fan-atics for other things don't go out of their way to scrap with someone.
>>
>samefag
lel
>>
>>2122496
Useful little fuckers but
>needs a shitload of power
You didn't exaggerate on calling it a shitload. JHC, eight of them drain more than my current smelting setup, almost by a factor of 2 at that.
>>
Wow I just picked the game up and was enjoying it, but then I read the criticisms in this thread and became completely demoralized.
>>
>>2122981
I feel like that goes for pretty much any game, except for maybe /egg/ stuff
better to enjoy it first, them come rant about the bad parts
>>
>>2122676
Because with engineering games specifically there's a thin line, often a blurry, subjective line between a genuine problem with the game, and a problem to be solved within the game. If someone approaches the game purely as a series of problems to be solved the only genuine issues are broken bits that prohibit solving the existing problems. When people come in saying X is broken what they hear is you want to invalidate my experience by removing problems I have already solved.
>>
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>>2122996
I don't know about you but I loved gleba
>>
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Is there something I need to do to make checkpoints not... screwy?
I don't have this problem with my main base's mask checkpoint. Never have.

Essentially dupes seem to be skipping the "Take your fucking mask off" sign and then walk past the exosuit sign because they have an "exosuit" on.
>>
>>2123491
Might be because all the mask holders are full?
>>
>>2123496
Clearance: Vacancy
It's fine in that pic, I'll take another pic if it happens again.
>>
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>Clearance isn't vacancy
>the button on the machine describes what it will swap to and the behaviour of what it will swap to, not what it is
>hover over the building to see what mode it's set to
ughguhguhguhughghhhhh
>>
>>2123502
Well at least you figured it out. Reminds me of Stationeers, can never tell if the oxygen in my suit is turned on until the guy starts to suffocate.
>>
>>2104474
>alternating toilets and sinks
Oh thank God finally someone understands m-
>>2105173
REEEEEEEE YOU MASSIVE FAGGOT YOU ARE WASTING VALUABLE DUPLICANT WALKING TIME FUCKING CLOSE THE GAME AND NEVER OPEN IT AGAIN

>>2105564
Yeah there's no reason to have duplicants manually delivering liquids to plants. Except for gasgrass.

>>2106041
Neat idea. You could make it faster by using different liquids, which might be able to clear out faster than dupes can cross it particularly if you used mini pumps.
>>
>Error: Our system thinks your post is spam. Please reformat and try again.
>>2106520
Cooling is the real value of slush.

>>2108599
>spreading the toilet shifts
You can kind of get away with not having toilet shifts at all / just 1 toilet. 2 dupes need to pee, one wins, the other just has to hold it... and then next cycle his pee requirement is offset.

>>2108609
The crab is a trap for people who don't clean out the printing pod.

>>2108696
>pumps in vacuum overheating
They don't produce heat if they're doing nothing. If they're doing something, there's heat exchange media. Maybe it'd be a problem if you have an unreasonably large area to vacuum that would take forever. In such a case you should spam pumps.

>>2108789
Huh.
>>
>God forbid I talk to people about a video-game on a video-game board in a thread dedicated specifically to that video-game

>>2108843
Boiling massive blobs of crude is slow & wasteful. You want to stream small packets across a heat exchanger with only a single packet getting boiled at a time.

>>2113987
Popped ear-drums are absurdly stressful.

>>2114112
Bad news, champ: mechanical filters count as sweaty.

>>2119155
Having a variety of postures is good for RSI I am thinking.
>>
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>>2120211
Yeah the new drains / fillers are great stuff. I never liked long runs.

>>2122122
Just use 2 small transformers, or use a big one and don't put too much load on.

>>2122540
The cosmetic stuff is... mostly free. You'd think they were going to put in multiplayer or something. Klei's goal here is to goose active playercount. There's a mod that unlocks it all, someone'll post it.
>>
>>2108789
I'm building vertically because I need access to both space and oil. It's why most people do it, if I were to guess. Just have a 3-wide elevator shaft with a fire pole, transport tube and a ladder for very short trips. At least as fast as walking on metal tiles.
>>
>>2108789
>easy gas management
>easy temp management
>easy power spine
>easy bus
>easy scaleup
>enough room to fix happy little accidents

>>too vertical
>>
ONI / Oxygen Not Included based mods & resources

>forced diversity removal
https://arch.b4k.dev/vg/thread/427130146/#427136576

>Cosmetics unlocker
https://files.catbox.moe/4yr3kb.zip
I have this saved as ONI_Cosmetic_Unlocker.zip. I have not tried it in some time, so it may no longer load.

I was unable to locate the origin of that file. In searching, I found this, which I have not used:
https://reddit.com/r/Oxygennotincluded/comments/1fvezvw/so_i_made_a_mod_to_unlock_all_blueprints_but/
https://github.com/nuzkito/unlock-all-blueprints/
>>
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>>2125506
>REEEEEEEE YOU MASSIVE FAGGOT
I apologise sir, I have abandoned that inefficient game and started again. Please find attachment to your liking.
>>2108789
I'm trying to keep more horizontal in this new start, trying to keep to 2 or 3 levels at most and spread out my base. So far, I'm enjoying it.
>>
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>>2125947
>attachment
>>
>>2125947
Ah-ha, yes, much better. ALLTHOUGHEVERSOBEIT I like to put my super computers next to the pitcher pump, this is not so serious a matter.
>>
Mod Tier List

Klei-Tier (these used to be mods):
>Wire cutters
>CustomTemperatureOverlay
>Build-over-plants
S Tier:
>Show Building Ranges
>Old Liquid Resevoir
>Suppress Notifications
>Bigger Camera Zoom Out
>Weeb Pacu
>True Tiles
A Tier:
>Amorbus (currently broken)
>Reverse Bridges (should require dupe labor)
>Extra Moulding Skins
>Starmap Queue
>System Clock
>Deconstruct Only Building
>Deselect New Materials
>Better Info Cards
>Fast Pod Notification
B Tier:
>Threshold Walls
>Mass Move Tool
>Skills Retainer
>Falling Sand
>Partitioned Storage
>Drywall Hides Pipes
>Replace Floors
>Build Straight Up
>Rotate Everything
>Floatation
>EntombTempshiftPlate
>Settings Change Tool
>Drag Area More Visible
>Soggy Carpets
>Stairs
C Tier:
>Better Rebuilding (crashes)
>MaterialColor
>Notepad
>Faster Bunker Door
>Cook With Heat
>>
>>2125969
straight to the water reservoir.
>>
>>2126575
Why yes, I piped my excess water, after sieving, from the lavatories into my water reservoir. How could you tell?
>>
An opportunity presents itself. A sort of... sleeping sickness.
>>
I wish this game was a little bit more vicious in difficulty and real-life complex on its physics so as to actually challenge my gigabrain, or if failing that at least more FUN! at producing stories.
>>
>>2125947
there are improvements but I will not critique; I will anticipate your updates of progress
>>
Sneaky vacuum.
>>
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this poor guy is alone in the second map and is at 89% stress. always wet, huffing nasty air and eating swamp shit.
and then he's going to dig infested slime after his breakdown.
>>
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>>2127702
Anon... I..I'm sorry. Frankie will join the 41 percent.
>>
>>2128393
it's stupidly difficult for a dupe to die to horrible conditions unless you cook them, starve them, or suffocate them.
>>
>>2128598
>it is stupidly difficult to die
>unless you die
WHOA
>>
>>2128598
There used to be a mod...diseases something? Made untreated slimelung and zombie spores lethal, and added frostbite damage.
>>
>>2128701
>zombie spores lethal, and added frostbite damage
Aren't both of those in already?
>>
>ask internet how to solve electricity problems (trying to run multiple aquatuners intermittently) without resorting to multiple petrol gens because they run too hot
>find recent forum thread about petrol gens
>"Hey can we change it so that the ethanol in the generator doesn't get heated up and turned into gas? It's really ruining the sauna brick solution"
Maybe Klei needs to add more engineering complexity so that these pseuds have to interact with game mechanics like keeping the workplace a liveable temperature.
>>
>>2128780
Oh yeah, used to be just -10 all stats for 18 cycles and then it went away. And frostbite was apparently added to vanilla with the cold planet DLC.
>>
>>2128814
Brother, zombie spores were always lethal if untreated. What they changed is making the cure require advanced tech.
>>
>>2128820
I'm just reading off the wiki history, never actually let anyone get infected.
>>
>>2128790
if you power cycle trick you cut the power cost of almost anything to 1/3rd, although I've had no problems just running a huge power plant and dealing with the heat
>>
>>2128790
I already mentioned a petroleum generator trick, hopefully hasn't been fixed yet. They output a lot of pwater and co2 but those come out at the temperature of the generator itself, not a temp you'd expect out of combustion. So if you cryo-cool the generator it'll produce a bunch of ice you can use as a heat sink.

And then solar of course. It's supposed to be the endgame, but it's pretty easy to rush out a few panels once you get the research done.
>>
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>>2127702
>>2128598
Anon... F-Frankie... could not take the stress anymore. The smells emanating from xe/xir/xem neo-vagina combined with the oily biome polluted air smells, Frankie decided to end xe/xir/xem's life.
>>
>Are you looking for a Jawbo?
>Yeah bro
>Sorry bro, I don't have a Jawbo for you bro.
>Little bro's lookin' for a Jawbo
>>
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>Ice-E fans are giant tempshift plates.
I never really used them before now and had no idea they did this.
The effect is a 2x5 centered around the POI, so the rotate-everything mod can also flip its AoE.
They seem to still temp-shift when disabled or floating, so it can't be used as a toggleable tempshift plate.
>>
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>>2126820
Here to forward the holy cause of virulent racism is an update on the "African Sleeping Sickness" build, which is an improvement on the usual dream-matrix thing. In addition to the maximum aptitude buff, it should produce 308 kg of amber per cycle, which could be boiled into 184 kg of water / cycle. If I am mathing properly you need 52 plants to supply a full O2 pipe. But it would only require 3 blood-bags.
Each duplicant can be stung twice per cycle, which causes sneeziness. Dupes only sneeze when awake, which is good for them because it causes the "dead tired: snoring friend" debuff... which they still get because their awake time is only 1 block long, so someone's going to be awake peeing & sneezing. Their misery is irrelevant.
I wanted to use Flydos but they don't seem to like pathing through open doors, which is strange. Also open pools of water tend to break them. Either they path through & get stuck, or they run out of charge over water and, idk explode or something. The gnits might also have door troubles. It might be better to have the eggs sit in a separate pool to make the adults fly through a gauntlet of luras to get food, or perhaps have separate "bait" critters that sit on opposite ends with doors that open and close.
The Lumb is wild; but I don't know if he's willing to reproduce given the circumstances.
I tried a grub-grub, but it did not rub. Somewhat surprising since mimikas work on them. Ambivalent about adding them because then you must wonder why bother with the gnits.
It would be good to get licey luras, then I wouldn't have to feed the the gnit bait.

>An adult gnits weighs 5 kilograms
>>
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>>2133367



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